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Dude, where's my civ? [spoilers]

(April 17th, 2013, 06:39)Merovech Wrote: So are you rushing the Great Sage home right away, or are you going to park the Griffon and Sage onto a forested hill in order to heal back to full first?

I'm attempting to bring him home. I'll take the route with fewer bears and try to detour around a spider. Sitting still isn't a viable option, as he's likely to end up surrounded by even more bears.





I took these last night, but the forum server was down when I tried to add them:




Finally got the non-animal barbs under control at Prespur, but it cost more bloodpets than it should have. There are still some spiders to the SSE and SSW of the city, which I hope to capture once I have some units to spare.




Multiple directions means I have to play some chess to avoid disrupting my workers and hopefully force the south one to attack across a river. Once things are stabilized here, I'll road the horses as well as 1SW of them and connect the cities.

5 workers might seem a bit excessive, but I was doing pretty well militarily until recently, so I was planning to settle a third city asap. I may still do that, but if I end up with an academy I may have to revise plans a bit.

Other than what's visible... there's not a whole lot going on. I have my animal capturing scout in the distant south, but he's wounded and probably going to die before he can get healed.

For tech, I'm planning to go straight to code of laws at the moment, probably followed by fishing or festivals. I'm hoping to get an edge over the other teams if I can delay bronze working and use captured animals instead to hold the barbarians back.
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I haven't received tonight's turn yet, but here's the status of the sage:




Next turn, I'm going to try to confirm the location of the spider, and probably go directly north to avoid it.

If all goes well, he'll be inside my borders on turn 54, and the academy will be founded on turn 55.
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Turn 53:

Last turn of risk before the sage enters my borders. At the moment, it looks like he will actually make it.




The scout moved back into the city, of course, so I didn't have to endure a turn of revolt there. Next turn he will resume healing in the city, since I will no longer need to keep track of the position of the spider. Thankfully, it hasn't moved and the odds of arriving safely now seem to be in my favor.

The garrison warrior gained 4 exp this turn from killing a goblin, and he'll be returning home soon as well.




I finished a breeding pit this turn at Prespur. I suppose it's a bit of a questionable build, but at the moment it was better than the alternatives and I'll benefit from the 20% growth bonus later. Since the health penalty doesn't matter yet, it's effectively the same as working a 4/0/0 tile and +1 happiness. My other options were inferior buildings, Deruptus brewery for twice the price, or more units when I'm already paying 4 gpt in unit upkeep. Commerce is important enough that you can see I'm working a 4/0/1 farm instead of the 5/0/0 rice.

Due to unit upkeep, I also settled my supplies as a palisade. I wasn't going have access to a better option for a long time, and in the meantime commerce was too valuable. The three farms west of the city that are half finished will be used by my third city, to be founded on the X when the settler completes. I'll probably try to get a fourth city soon afterward for the cotton/deer site north of Nubia.

Rival best GNP is up to 43, which has to be Mardoc. I'm pretty sure he is on the southern coast of the continent, and probably closer to gtAngel than HidingKneel. (Mapmakers often tend to place the players in the order they take their turns). I sent messages to both gtAngel and HidingKneel this turn to try and locate him, because I think I have to choke him with griffons or it's going to be a repeat of FFH-16.

Once the sage escort is complete, I'll send the one I have now in a vaguely northwest direction to try and find Mardoc across the world wrap. He's gotten pretty strong on a diet of weak barbarians, and there's another griffon visible northwest of Prespur that may be capturable soon. If I do manage to capture it, I'll probably try to get him to at least combat 3 before I send him along as well. Hopefully I can find Mardoc pretty quickly and put the brakes on his expansion, or at least get access to his graphs so I can keep an eye on the stats easier.
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Sad to hear about your supplies becoming a palisade. It was probably the right decision, however.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(April 19th, 2013, 23:05)Merovech Wrote: Sad to hear about your supplies becoming a palisade. It was probably the right decision, however.

I was planning to save them for something good, but here's the list of eligible buildings:

[Image: supplieslist.JPG]

So, I needed one of the following techs:

Sanitation, Archery, Smelting, Hunting, Writing, Horseback Riding, Bronze Working, or one of the religions.

My immediate tech priorities are Education and Code of Laws, followed in no particular order by: Festivals, Fishing, Sailing, Mysticism and Message from the Deep with BW thrown in if I need it.

If I could have built a pagan temple with Mysticism, I might have done that, but none of the other unlocked for awhile. At that point I'll have governor's manors anyway and hammers won't be a problem if I do things properly. For a civ who prioritizes Archery and/or Hunting early, it would probably be a significant boost.
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Yeah, I like turning them into libraries and temples, myself.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Turn 54:




The sage made it safely inside my borders. Next turn it will create an academy, and probably jump ahead of HK and gtAngel on science. I'm estimating T69-T70 or earlier for code of laws, which should work out very nicely for getting Aristocracy and Governor's Manors active.

You can see the Griffon hanging out to the NW of my capital, I'm hoping he comes further south for me to capture him. There may be more than one in the area, it's hard to tell when they keep moving in and out of view. There was one to the south-east on turn 41, but it may have been the one that fought my griffon the turn after he found the sage. Either way, 3-4 of them would be amazing, possibly enough to eliminate someone early on.

I've exchanged a few messages with HidingKneel. He's as worried as I am about Mardoc's demographics, but so far hasn't really suggested any solid plans to stop him. Part of the problem, from my perspective, is that Mardoc would likely be pulling ahead even without the sage. He's managed his cities extremely well from what I can see in the demographics:




He's the "rival best" in all three of the major demographics: food, hammers and GNP. His two cities add up to eleven population, while mine are still at ten. We're still too early into the game for his academy to be affecting his food/hammer snowball significantly, so he has either significantly better land or better decisions, or possibly both. Better land would most likely be a result of moving his capital, but he couldn't have moved it too far and still settled T0.
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(April 20th, 2013, 23:17)Ellimist Wrote: I've exchanged a few messages with HidingKneel. He's as worried as I am about Mardoc's demographics, but so far hasn't really suggested any solid plans to stop him.

I should clarify that this isn't meant as a criticism. It sounds like Mardoc hasn't even made contact with either of us, so there isn't a whole lot that can be done at the moment beyond words. It sounds like HK is at least aware of the problem though, so we'll see if that changes when I get an academy of my own. (I haven't told him I have a griffon yet, and I may not even be able to reach him quickly anyway.)

I often don't post diplomatic messages, but I can if someone would like me to.
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EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



Reply

Niiiice.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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